Patch 12.1: World Bosses Now Drop Myth Gear!
45sThe announcement of world bosses rewarding myth track gear is a major loot change that will excite and engage viewers.
▶ Play ClipPatch 12.1 for the Midnight expansion introduces a massive content update, including a new zone, dungeon, raid, delves, and a complete overhaul of world bosses and raid loot. The patch also brings significant changes to housing, user interface, and class balance, aiming to revitalize seasonal content and provide more rewarding progression paths.
Patch 12.1 for the Midnight expansion is revealed, featuring a new zone, dungeon, raid, delves, world boss overhaul, and major loot changes.
The Coiled Isle is a new zone off the coast of Zulon, larger than most original Midnight zones, with world quests, side quests, and public events called curse surges.
A new weekly quest for curse surges rewards the Spark of Tides, used to craft up to item level 324 gear. An alternative weekly quest in Silver Moon offers the same spark for group content.
World bosses are replaced by 'layers'—instanced one-boss raids with four difficulty options (world, normal, heroic, mythic) that drop gear scaling with difficulty, including myth track gear on mythic.
The Vaults of Ital is an underground area with its own gameplay loop, including patrols, strikes, incursions, and a weekly quest rewarding half a piece of champion gear.
Two new delves (Ring of Glory and Nile Door) and a new nemesis delve for season 2 are introduced. The Hall of Fame for the nemesis delve will now be open for the entire first week.
Corrosive souls can be added to belt or wrist gear, providing random effects that work only in open world and delves, not in dungeons or raids.
A new three-boss dungeon, Altar of Fangs, is added, located in the Vaults of Ital. It will be part of the season 2 Mythic+ rotation alongside returning dungeons like King's Rest and Temple of Sethis.
An eight-boss raid themed around venom and snakes. Raid loot is overhauled: weekly vault rewards are buffed by one tier per difficulty, and the last two mythic bosses drop gear 19 item levels higher.
Bonus rolls are available from the start of season 2 as a consolation prize in the weekly vault. After 8 weeks, one bonus roll can be picked up weekly with no quests required.
The catalyst now inherits secondary stats, tertiary stats, and cantrip effects from the converted item, allowing for more customization but potentially increasing the grind for perfect gear.
New prey hunts for the Coiled Isle with snake-themed affixes. A new boss, Ralcala, can be summoned during Nightmare Prey Hunts. Rewards include champion gear and corrosive souls.
Houses can now level up to 12, with increased decor limits and large exteriors. Blueprints allow saving, importing, and exporting entire house setups. Pet beds are introduced.
Discord integration for guild chat, improved cooldown manager for trinkets and potions, enhanced ping system, and better currency tab filters.
Cooldowns are being nerfed across the board, with damage shifted into base rotations. New set bonuses are more involved, changing priorities and rotations.
Patch 12.1 is a substantial update that revamps world bosses, raid loot, and delves while introducing a wealth of new content and quality-of-life improvements, setting the stage for an exciting season 2.
"The title accurately reflects the video's content, which details numerous new features in patch 12.1, though the 'AMAZING' is subjective but not misleading."
What is the name of the new zone in patch 12.1?
The Coiled Isle.
1:01
What is the new crafting spark called in season 2?
Spark of Tides.
1:49
How many difficulty options do the new layer bosses have?
Four: world, normal, heroic, and mythic.
3:19
What is the name of the new dungeon in patch 12.1?
Altar of Fangs.
13:14
How many bosses are in the new raid, Venomous Abyss?
Eight bosses.
14:22
What is the item level difference between mythic boss 6 and bosses 7-8 in the new raid?
19 item levels (318 vs 337).
15:56
How does the catalyst change in season 2?
The tier piece now inherits secondary stats, tertiary stats, and cantrip effects from the converted item.
17:52
What is the new housing feature that allows copying entire house setups?
Blueprints.
21:59
How many pet beds can be placed inside a house?
Up to 10 beds inside and 5 beds outside.
23:10
What is the general direction of class changes in patch 12.1?
Nerfing cooldowns and shifting damage into base rotations.
26:15
World Bosses Become Layers
Transforms world bosses into instanced one-boss raids with scalable difficulty, making them relevant for all player levels.
2:50Raid Loot Overhaul
Weekly vault rewards are buffed by one tier per difficulty, and mythic last bosses drop significantly higher item level gear, restoring raid's prestige.
14:18Bonus Rolls Return Early
Bonus rolls are available from the start of season 2 via the weekly vault, providing a second chance at upgrades without extra quests.
16:34Housing Blueprints
Allows saving and sharing entire house layouts, a major quality-of-life improvement for housing enthusiasts.
21:39Discord Integration
Links guild chat to Discord channels, bridging in-game and external communication for better community management.
24:10[00:00] Hey folks, this is Kehani. Patch 12.1
[00:02] has finally been revealed and it's going
[00:04] to shake up the Midnight expansion in a
[00:07] massive way. Not only will we have a
[00:09] bunch of new content to explore,
[00:10] including a new zone full of openw world
[00:13] gameplay options, a new dungeon and
[00:15] raid, and several new delves, but world
[00:17] bosses are seeing a huge overhaul that
[00:20] lets them reward myth track gear. Raid
[00:22] gear is getting a huge buff to secure
[00:24] its spot as the best gear available in
[00:26] the game once again. Bonus roles will be
[00:28] available from the very start of season
[00:30] 2, and there are updates for every type
[00:32] of seasonal content. Housing will see
[00:35] blueprints that let you copy and paste
[00:36] entire setups. There are a bunch of user
[00:39] interface updates and a crazy amount of
[00:41] class changes, including some complete
[00:43] reworks for various specs. There is a
[00:46] lot coming in the first major patch for
[00:48] the Midnight expansion. So, let's go
[00:50] over all the new features coming in
[00:52] patch 12.1 and how it's shaping up so
[00:54] far. Now, before we jump in, be sure to
[00:56] hit up that like button and subscribe so
[00:58] you never miss another video.
[01:01] Most new content in the patch will
[01:02] revolve around the new 12.1 zone, the
[01:04] Coiled Isisle. It's just off the coast
[01:06] of Zulon, pretty much exactly where
[01:08] everyone thought we would be going, and
[01:10] it's a pretty decentsized zone. It looks
[01:13] to be larger than most of the original
[01:14] Midnight Zones, and it's chocker block
[01:16] with new content options. After working
[01:19] your way through the main campaign story
[01:21] line, you'll unlock world quests for the
[01:23] new zone, which seem to reward
[01:24] adventurer gear, reputation, and some
[01:27] currencies. There will be plenty of side
[01:29] quests that dig a bit deeper into the
[01:31] lore of the zone, the local inhabitants,
[01:33] and the history of the Ammani trolls.
[01:35] And then there are these special public
[01:36] events called curse surges. They usually
[01:39] have a few different stages that
[01:40] culminate in a rare boss fight. And the
[01:42] rares reward you with reputation, coffer
[01:44] key shards, and can drop adventurer gear
[01:47] by the looks of things.
[01:49] We'll have a new weekly quest to take
[01:51] part in curse surges that rewards the
[01:53] new crafting spark for season 2, the
[01:55] spark of tides, which you can use to
[01:57] craft up to item levels 324 gear. So, as
[02:00] always, they will be huge for picking up
[02:02] some early big upgrades. Now, if you'd
[02:05] rather not take part in the new open
[02:07] world content because you just prefer to
[02:09] run dungeons or raids, don't worry.
[02:11] There's a new weekly quest in Silver
[02:13] Moon that just requires you to collect a
[02:15] specific item from group content. and
[02:17] that also offers a weekly spark. You can
[02:19] only get one spark per week still, so
[02:21] only the first weekly quest you complete
[02:23] will reward one, but this does give you
[02:25] a choice for how to earn your sparks. Do
[02:27] the new open world content or spam some
[02:30] group content. Defeating these cursed
[02:32] surges will also open up cursed fishing
[02:34] opportunities, which is a whole fishing
[02:36] mini reputation on the aisle with its
[02:38] own daily quests and unique rewards,
[02:41] including some mounts, new transmog
[02:42] options, profession recipes, housing
[02:44] decor, and even a new fishing rod that
[02:47] turns you into a snake while swimming.
[02:50] We'll also have a new world boss to take
[02:52] down. Well, kind of. It's not actually
[02:55] in the open world anymore. So, I'm not
[02:57] sure calling it a world boss really
[02:58] fits, but that's probably why the dev
[03:00] team is calling this new evolution
[03:02] layers. Instead of these world bosses
[03:04] roaming around, we'll have to enter
[03:06] their layer and take the fight to them,
[03:08] which sounds very much just like a one
[03:10] boss raid. You enter a layer in the same
[03:12] way as you enter a delve or the patch
[03:14] 1207 zones with a screen where you can
[03:17] select your difficulty. These new layers
[03:19] will have four different difficulty
[03:21] options: world, normal, heroic, and
[03:24] mythic. I imagine world will be more or
[03:26] less what you would expect from a
[03:27] standard world boss, being relatively
[03:29] easy to overcome as long as you dodge
[03:31] the obvious abilities with new mechanics
[03:34] and more damage from each ability as the
[03:36] difficulty increases. What's super
[03:39] interesting to me is that the lair boss
[03:40] does have a loot table in the raid
[03:42] journal on the PTR right now. And the
[03:44] item level of its drops lines up with
[03:47] the standard raid loot. So, normal drops
[03:49] champion gear, heroic drops hero gear,
[03:52] and mythic drops myth gear. That means
[03:54] these bosses will have a place in every
[03:57] player's to-do list. You may be able to
[03:59] get some easy upgrades here. Even if
[04:01] you're a mythic raider, these one boss
[04:03] raids should also be a great entry point
[04:05] to raiding as a whole for players who
[04:06] don't usually take part in that kind of
[04:08] content, as it does seem to be much
[04:10] simpler when compared to a standard
[04:12] mythic boss.
[04:15] So really, this just turns world bosses
[04:17] into one boss raids with a world
[04:19] difficulty option. That sounds great to
[04:21] me. And if you're worried about having
[04:23] to create a group to kill a world boss,
[04:25] now you actually don't. If you're only
[04:27] interested in the world difficulty
[04:28] option, that works more like the patch
[04:30] 1207 zones where you are technically
[04:33] entering an instance, but it's kind of
[04:35] an open instance where everyone else
[04:37] joining in the world difficulty will get
[04:39] squished together. This will create
[04:41] groups for you, which is even better as
[04:43] you can actually heal or buff your
[04:45] allies without having to set up the
[04:47] group manually. The higher difficulties
[04:49] seem to work more like a standard raid
[04:51] setup though, where you go in with your
[04:52] pre-made group. You can now also summon
[04:55] everyone straight to the boss entrance
[04:56] thanks to the summoning stone right
[04:58] outside. So, it should be much faster to
[05:00] get your world boss kills in, and
[05:02] they'll stay relevant for much longer
[05:03] over the course of a season. Having
[05:06] these bosses inside instances will also
[05:08] probably help out significantly with the
[05:11] crazy zonewide lag the world bosses
[05:13] usually cause. So, that's a nice bonus
[05:15] as well.
[05:17] So, that's most of what we have to look
[05:19] forward to on the surface, but this zone
[05:21] has an underground portion, too. The
[05:23] vaults of Ital work similarly to Zarc
[05:26] cabins if you played during dragon
[05:28] flight. So we go through these long
[05:30] hallways which will give you a massive
[05:32] speed boost to get through them a bit
[05:33] faster. And then they open up into a
[05:35] cavernous almost temple-like space where
[05:37] the sneaky snake followers are
[05:39] slithering around. So obviously we have
[05:42] to put a stop to that. But this
[05:43] underground zone has its own gameplay
[05:46] loop completely separate from the zone
[05:48] surface. There are various side and
[05:50] story quests that introduce you to the
[05:52] vaults and how the different activities
[05:54] work. There are patrols, which are
[05:56] basically just extra side quests that
[05:58] you have to pick up out in the zone.
[06:00] These NPCs are asking for help, so
[06:02] interacting with them will give you a
[06:04] little quest, like picking up weapons or
[06:06] killing monsters. The strikes are larger
[06:08] public events where everyone contributes
[06:10] to the same goal and progress bar. So,
[06:12] when these pop up, you want to head on
[06:14] over and contribute as much as you can
[06:15] to complete them quickly. And then when
[06:17] enough strikes have been completed, it
[06:18] will trigger an incursion, a zonewide
[06:21] public event that also has a timer. So,
[06:23] not only will everyone have to work
[06:25] together to complete the objective, but
[06:27] you'll need to do it within the time
[06:28] limit. If the incursions are successful,
[06:30] you'll summon an ancient foe, which is
[06:32] basically just a big rare boss mob. The
[06:35] description text for them does mention
[06:36] we'll need to strike them down before
[06:38] they flee. So, maybe they'll be on a
[06:40] timer as well. After the ancient foe is
[06:42] dealt with, the zone will reset back to
[06:44] strikes to build up the next incursion,
[06:46] and so on and so on.
[06:49] We'll have a weekly quest to complete
[06:51] activities in the vault that rewards you
[06:53] with half a piece of champion gear. So,
[06:55] I guess weekly quests have had their
[06:57] rewards bumped up to champion gear,
[06:59] where they were previously more or less
[07:00] locked to only rewarding veteran gear,
[07:02] and there are a few daily quests that
[07:04] ask you to complete specific activities
[07:06] in the underground zone, too. All of
[07:09] these activities will be earning you
[07:11] corrosive coins, which can be traded in
[07:13] for various cosmetic rewards and
[07:14] goodies, including some new transmog
[07:16] sets and some new mounts. But this
[07:18] currency also seems to be tied to the
[07:20] new altar of corrosion feature, which is
[07:22] another talent tree style system that
[07:24] unlocks various buffs, powers, and perks
[07:27] to help you out in the new zone. You can
[07:29] spend 1,000 corrosive coins to corrode
[07:32] your spirit, which might be how you gain
[07:34] talent points to spend in this feature.
[07:36] It's not fully available to test in this
[07:38] first build, but from the Wowcast
[07:40] preview video, we can see there are 18
[07:42] talents to choose from with four more up
[07:45] at the top. They might unlock as you
[07:47] progress through the tree as a whole.
[07:49] The only example we have for a talent is
[07:51] venom walking, which significantly
[07:53] reduces the damage you take from venom
[07:55] pools, which is going to be very useful
[07:57] with how much venom there is in this
[07:59] area. The cost to corrode your spirit
[08:01] does seem to increase every time you do
[08:03] it. So, we'll have to farm more and more
[08:05] coins as you progress through the tree.
[08:08] Now, you may have noticed that I've been
[08:10] running around on the ground this entire
[08:11] time. So, I'll go ahead and answer that
[08:13] inevitable question. No, we cannot fly
[08:16] in this underground portion of the zone,
[08:18] so you will need to be fairly careful as
[08:20] you're running around. A lot of these
[08:22] mobs can kill you very quickly. This
[08:24] zone is definitely designed with a lot
[08:26] of player activity in mind, so grouping
[08:28] up where you can will probably be
[08:30] beneficial.
[08:32] This patch also introduces two new
[08:34] delves which are located in the new
[08:36] zone. We've got the ring of glory and
[08:38] the Nile door is having new delves to
[08:41] explore is always great as running the
[08:42] same ones over and over does get a bit
[08:44] boring eventually. To help things out on
[08:47] that front, we'll also see new del
[08:49] variants for all of the older midnight
[08:50] delves with a strong focus on snakes and
[08:53] poison. So that will fit the theme of
[08:55] this patch quite well. In addition to
[08:58] those two new delves, we'll also get a
[08:59] new nemesis delve for season two. That
[09:02] means we'll see different nemesis
[09:03] effects throughout the rest of the delve
[09:05] system, including a different nemesis
[09:07] summon for your guaranteed bounty map
[09:09] and of course a new nemesis challenge to
[09:11] take on. Now, if you were playing at the
[09:14] start of Midnight Season 1, you may
[09:16] remember the Hall of Fame drama for the
[09:18] season 1 Nemesis delve. The first 4,000
[09:21] players to kill the Nemesis on the
[09:22] higher difficulty all by themselves
[09:24] earned a special achievement and title.
[09:26] Unfortunately, the Hall of Fame closed
[09:28] after just 9 hours of the season, which
[09:31] was so fast that some people didn't even
[09:34] know about it until after it had closed.
[09:36] The Hall of Fame will return for season
[09:38] 2, but instead of it being the first
[09:40] 4,000 players, it will be open for the
[09:42] entire first week of the season. So, as
[09:45] long as you get your kill in that first
[09:46] week, you'll join the Hall of Fame and
[09:48] earn some very special rewards, which is
[09:51] a much better way of doing things in my
[09:53] opinion.
[09:55] As for our trusty delve companion,
[09:57] Valero will follow us into season 2 and
[09:59] she'll keep all of her levels, so you
[10:01] won't have to rele her or anything like
[10:03] that. She'll most likely have a higher
[10:05] level cap, so we can power her up even
[10:07] further. But, one thing we will have to
[10:09] replace are all of the combat and
[10:11] utility curios. those get reset and
[10:13] we'll have a new set to collect and
[10:15] upgrade. So, that's going to change
[10:16] things up a little bit. But then we also
[10:18] have this new poisons option. There are
[10:20] a few different options to pick from
[10:22] baseline and then you can unlock a few
[10:24] more by completing the Delve intro quest
[10:26] line with Valyri. We might be able to
[10:27] find even more and upgrade them just
[10:29] like the other curios as you work
[10:31] through delves. So, that's going to be
[10:32] another way to customize and power up
[10:34] Valer. We'll also have a new seasonal
[10:38] delve track to work through with new and
[10:40] returning rewards. Most of them line up
[10:42] with season 1, so we'll have to progress
[10:44] to be able to get myth crests from
[10:46] delves again, buy champion gear from the
[10:48] del vendor, be able to earn warbound
[10:50] champion gear and hero track gear from
[10:52] tier 11 bountiful delves.
[10:55] Before we move on to talk about the new
[10:56] group content options, there will also
[10:58] be these new corrosive powers that you
[11:00] can add onto belt or wrist slot items.
[11:03] To do so, you'll need to acquire a
[11:05] corrosive soul. These seem to come from
[11:07] most openw world sources like delves,
[11:09] prey, weekly quest boxes, and the new
[11:11] layer bosses. Using a corrosive soul
[11:13] will add a random effect onto your gear.
[11:16] And you can keep using more corrosive
[11:17] souls to change the effect that you get.
[11:20] You can see the full list of effects by
[11:22] using this pamphlet item that you can
[11:23] get from the Dell vendors. If we quickly
[11:26] go down the list, we have a big damage
[11:28] proc, some repositioning effects that
[11:30] can group up enemies. This one applies a
[11:32] buff to allies that lets them poison
[11:34] enemies. There's one that stuns all
[11:35] enemies around you if you drop below 50%
[11:38] health. There are some defensive or
[11:39] absorb shield options, an effect that
[11:41] gives you cycling stat bonuses. This one
[11:44] trades secondary stats for primary
[11:46] stats. There's another defensive option
[11:48] that can negate big hits. This one will
[11:50] automatically interrupt spells, which
[11:52] sounds kind of funny. The next one is
[11:54] just a stacking poison debuff. There's
[11:56] another damage proc, but it also heals
[11:58] any allies inside the effect. And then
[12:00] the last one is another stacking damage
[12:02] proc that will deal all of its damage if
[12:04] it reaches 20 stacks. What's kind of
[12:07] interesting here is that some effects
[12:08] poison your target while others poison
[12:11] you. And there are different
[12:12] interactions depending on whether you or
[12:14] your target is poisoned. So you could
[12:16] get some extra benefits from mixing and
[12:18] matching certain effects. This reminds
[12:20] me a lot of corruption powers from the
[12:22] end of BFA, except you'll have far more
[12:24] control over what powers you want to
[12:26] have active, but they'll only be on two
[12:27] slots of gear. They also probably won't
[12:30] be anywhere near as powerful as
[12:31] corruption effects were, but I guess
[12:32] we'll have to wait and see. There are
[12:34] some interesting and potentially very
[12:36] powerful effects that you can obtain
[12:38] from these souls. You can have up to two
[12:40] different powers active or maybe just
[12:42] double down on one effect. We'll have to
[12:43] wait and see what the best options end
[12:45] up being. The key here is that these
[12:48] effects will only work during season 2,
[12:50] so they're definitely more of a borrowed
[12:52] power type of deal, and they only work
[12:55] outside of dungeons and raids. So, as
[12:57] soon as you enter actual group content,
[12:59] they'll be totally worthless. So, these
[13:01] effects will help you in the open world
[13:03] while taking on rare bosses and in your
[13:05] delve runs, which means it's kind of for
[13:07] solo content players specifically.
[13:11] Moving on, patch 12.1 introduces a brand
[13:14] new dungeon for us to explore, the Altar
[13:16] of Fangs. As with everything else in
[13:18] this patch, expect lots of green poison
[13:20] pools and snake- like monsters. The
[13:22] dungeon isn't available for testing in
[13:24] this first build. So, we'll have to wait
[13:25] and see what the inside looks like, but
[13:27] we do know it's going to be a three boss
[13:29] dungeon and it's inside the vaults of
[13:31] Ital. So, I imagine it's going to be
[13:33] fairly important lorewise. This new
[13:36] dungeon will also be included with the
[13:37] season 2 mythic plus dungeon rotation.
[13:40] So, that's always exciting. We'll have
[13:41] the other four midnight dungeons that
[13:43] weren't a part of season 1. So, that's
[13:45] the Den of Narak, Murder Row, the
[13:47] Blinding Veil, and the Void Scar Arena.
[13:50] And then as per usual, we'll have some
[13:51] returning dungeons to round things out.
[13:53] This time we'll see the return of King's
[13:56] Rest, the Ruby Life Pools, and the
[13:58] Temple of Sethis. And I have to say, I
[14:00] was not expecting to see King's Rest or
[14:03] Temple of Sethis return, let alone
[14:06] return together in the same season. This
[14:08] will be an interesting lineup for sure.
[14:11] I just hope they're making some
[14:12] significant changes to those returning
[14:14] dungeons because they were quite painful
[14:16] back in the day.
[14:18] We'll also have a new raid to look
[14:20] forward to called the Venomous Abyss.
[14:22] This will be an eight boss raid full of
[14:24] venom snakes, trolls, and venom snake
[14:26] trolls. If you are getting a bit tired
[14:28] of the void blues and purples, this
[14:30] plastering of green should give you a
[14:32] nice break before we get back to the
[14:34] void in 12.2.
[14:36] Now, a new raid is always awesome, but
[14:39] 12.1 is overhauling raid loot in a
[14:42] massive way. So far in Midnight, raid
[14:44] loot has kind of fallen behind in terms
[14:46] of value for time invested, especially
[14:49] after the bonus rolls were introduced.
[14:51] They were also the only content type
[14:53] that didn't get better rewards from the
[14:55] weekly vault when compared to the
[14:57] content that you're running. All of that
[14:59] is going to change moving forward. The
[15:02] raid row in the weekly vault is getting
[15:03] a huge buff. So, every difficulty will
[15:06] now reward one tier up from what it
[15:08] actually drops. So, LFR weekly vaults
[15:10] will be champion, normal will be hero
[15:13] gear, heroic weekly vaults are now myth
[15:15] gear, and then mythic weekly vaults will
[15:17] always be six of six myth gear or myth 9
[15:20] gear for very rare loot or any gear from
[15:23] the last two bosses. This gives raiders
[15:25] far more access to myth track gear,
[15:27] which should be very useful if there are
[15:29] powerful best in slot items or trinkets.
[15:31] In season 1, you had to kill those
[15:33] bosses on mythic to get your myth
[15:35] versions, but now anyone killing heroic
[15:38] bosses will have a chance to get their
[15:39] best in slot raid gear. In addition, the
[15:43] last two bosses on mythic will always
[15:45] drop loot at myth 9. So 9 to 10 item
[15:48] levels above six of six myth track gear.
[15:51] That creates a huge jump from boss six
[15:53] to boss 7, where boss 6 drops item level
[15:56] 318 gear on mythic and bosses seven and
[15:59] eight drop item level 337 gear. So, not
[16:02] only will every vault reward be way
[16:04] better than before, but anyone who can
[16:06] push through to the last two mythic
[16:08] bosses will have the very best loot in
[16:10] the game waiting for them. As for
[16:13] specific raid loot, there are some
[16:15] potentially powerful trinkets on offer,
[16:17] a bunch of cantrip weapons that apply
[16:19] poisons or debuffs, and a special set
[16:21] bonus tied to a trinket, a strength
[16:23] two-handed axe, and an agility
[16:25] one-handed axe. So, you'd need the
[16:27] trinket and one of the weapons to
[16:28] trigger the two set bonus, which could
[16:30] end up being quite strong if it's tuned
[16:33] right.
[16:34] That's not all for the big loot changes
[16:36] in 12.1. Bonus rolls will be returning
[16:39] and they're available right from the
[16:41] start of season 2 as a consolation prize
[16:44] in the weekly vault. So, if you don't
[16:45] get a good item in your vault, you'll be
[16:47] able to pick up a bonus roll instead to
[16:49] try for something specific. So, it's
[16:52] kind of like getting two chances for an
[16:53] upgrade in every single weekly vault.
[16:56] After 8 weeks in the season, we'll be
[16:58] able to pick up one bonus roll every
[16:59] week for the rest of the season. And
[17:01] there will be no weekly quests tied to
[17:03] their acquisition this time. So, no
[17:05] crazy void forge to keep up with or
[17:07] anything like that. So, at that point,
[17:09] we'll be able to gear up much faster.
[17:11] Not quite as fast as season 1 if you're
[17:13] using bonus rolls on mythic plus
[17:15] dungeons, but having two chances per
[17:17] vault to get an upgrade might make up
[17:19] the difference as long as you're playing
[17:20] the character. Gearing up any of your
[17:22] alts later on in the season will
[17:24] definitely be slower, though. And then
[17:27] the last change for bonus rolls is that
[17:28] raid loot will only cost one roll in
[17:31] season 2, down from two. So that levels
[17:33] the playing field even further. Bonus
[17:35] rolls will still reward you with loot
[17:37] based on the weekly vault reward for the
[17:38] content you're doing, which means
[17:40] raiders will benefit from the increased
[17:42] vault rewards while using their bonus
[17:44] roles, giving you even easier access to
[17:46] myth track gear. And every other content
[17:48] type will work the same way as season 1.
[17:52] Something else that's changing quite a
[17:54] bit as we head into season 2 is the way
[17:56] in which the catalyst works. Previously,
[17:58] the catalyst would turn any piece of
[18:00] tier slot gear into the tier piece
[18:02] itself. The stats were fixed to what the
[18:04] actual item would have if you obtained
[18:06] it from the raid. That's going to change
[18:08] in season 2. The resulting tier piece
[18:11] will now inherit the secondary stats,
[18:13] tertiary stats, and even special cantrip
[18:16] effects of the item that you're
[18:17] converting.
[18:18] I'm in two minds about this because on
[18:21] one hand, having fixed stats meant you
[18:23] just had to pick the four best tier
[18:25] pieces for your current stat
[18:26] preferences. You couldn't really do much
[18:28] about the stats if they weren't ideal.
[18:30] But the four set usually trumps perfect
[18:32] stats. So, oh well, off you go. But in a
[18:35] world where you can specifically target
[18:37] best in slot stats on each piece of tier
[18:40] gear, that creates a new kind of grind.
[18:43] It's also going to be interesting if
[18:44] folks who mainly raid find themselves
[18:46] wanting a specific piece from Mythic
[18:48] Plus to convert into a tier piece or
[18:49] Mythic Plus folks wanting a specific
[18:51] piece from the raid. It moves the
[18:54] goalposts of best in slot gear just a
[18:56] bit further out. So, it's going to take
[18:58] longer overall if that's your goal. With
[19:01] that being said, if you love to minmax
[19:03] your gear and don't mind spending extra
[19:05] time getting the perfect item, this
[19:07] change is going to be great for you.
[19:09] It's also worth noting that there are a
[19:11] lot of cantrip effects in the new patch,
[19:13] especially from the raid. So being able
[19:15] to carry those forward onto tier set
[19:17] gear lets you use the cantrip without
[19:20] being forced to give up a tier set slot.
[19:23] One problem I do see is that it might
[19:25] discourage some players from converting
[19:27] gear early on in the season if the stats
[19:29] on your gear aren't great. It's not
[19:31] going to feel amazing spending a
[19:33] catalyst charge to get a bad piece of
[19:35] tier set, something that wasn't really a
[19:38] thing in the past. But with how catalyst
[19:40] charges work, it will still be better to
[19:42] get your for set as early as possible.
[19:44] Even if every tier piece you have has
[19:46] Baz stats on it, it's just going to be a
[19:48] bit of a mental hurdle to overcome for
[19:50] some folks, I think. Now, the prey
[19:54] feature hasn't been left out of the fun.
[19:55] You'll be able to accept new prey hunts
[19:57] for the coiled aisle zone with new snake
[19:59] and troll themed targets to take down.
[20:02] The affixes for hard and nightmare prey
[20:04] hunts have been replaced with a few new
[20:05] ones that cause snakes to spawn while in
[20:07] combat. Enemies will explode with
[20:09] venomous snakes when killed, and you'll
[20:11] have toxic nets thrown at you while in
[20:14] combat. So, all in all, dodge the bad
[20:16] stuff. There also seems to be a new boss
[20:19] encounter tied to Nightmare Prey Hunt
[20:21] specifically. You can summon Ralcala,
[20:24] Terror of the Isisle, while in Nightmare
[20:26] mode, and you can increase the rewards
[20:28] earned by offering more relics while
[20:30] summoning the boss. This doesn't seem
[20:31] available for testing right now as you
[20:33] can't really get on the prey track. So,
[20:35] we'll see how this shapes up in a future
[20:37] PTR build. The rewards seem to have
[20:40] remained more or less the same for your
[20:41] standard prey hunts with rewards capping
[20:43] out on nightmare difficulty. You'll be
[20:45] able to pick up champion gear, champion
[20:47] and hero crests and a couple of those
[20:49] new corrosive soul items. There will
[20:52] also be a new prey seasonal track to
[20:54] work through with similar rewards as
[20:55] season 1, as well as new cosmetics,
[20:58] housing decor, profession recipes, and a
[21:00] handful of other fun items. But one
[21:02] thing does stick out here. At rank four,
[21:05] you'll be able to loot afflicted souls
[21:07] from your bountiful delves, and you can
[21:09] use these souls to speed up your hunt
[21:11] progress and to earn bonus champion
[21:13] track gear. At rank nine, you'll get an
[21:15] upgrade to that passive effect, allowing
[21:17] you to spend tormented souls to earn
[21:20] bonus hero track equipment instead. So,
[21:22] not only will you be able to earn hero
[21:24] gear from delves after reaching rank
[21:26] nine on the delve seasonal journey track
[21:28] again, but you can then get hero gear
[21:30] from prey hunts at rank nine on their
[21:32] seasonal track, too. That should let
[21:34] prey hunts remain relevant for longer
[21:36] throughout the season.
[21:39] Another feature seeing some huge updates
[21:40] in this patch is housing. Houses will
[21:42] now be able to level up to level 12,
[21:44] increasing decor limits and opening up
[21:46] large exteriors. You can now also move
[21:48] your entryway into any room in the
[21:50] house, including other floors. So, if
[21:52] you put your entryway upstairs, it
[21:55] should feel and look like you have a
[21:56] basement, which is kind of cool. But the
[21:59] big new feature is blueprints. be able
[22:02] to save, import, and export blueprints
[22:04] for entire houses, which includes the
[22:06] interior and exterior, just the
[22:09] interior, just the exterior, or a single
[22:11] room. So, you can save everything
[22:13] peacemeal or the whole thing together.
[22:16] If you want to steal just one specific
[22:17] room from your friends or neighborhoods,
[22:19] you can do that, too, if they're kind
[22:21] enough to give you the blueprint.
[22:23] Anyway, when you import a blueprint, it
[22:25] will give you a list of everything
[22:26] included in it, and it will note
[22:28] anything that you don't have unlocked,
[22:30] so you can easily see what you might
[22:32] need to farm or track down to complete
[22:34] that import. We'll also have a new house
[22:36] permission called export. So, if you
[22:38] want players who come into your house to
[22:40] be able to save your stuff to a
[22:41] blueprint, that's going to be an option
[22:43] as well. And while this doesn't help
[22:45] with quickly copying and pasting
[22:47] existing items or duplicating complex
[22:50] creations and being able to move them
[22:51] around freely, it is a huge step forward
[22:54] that will definitely help players try
[22:56] out new things in their home away from
[22:57] home.
[22:59] Something else that a lot of players
[23:01] have been asking for is finally making
[23:03] its way into housing, pet beds. You'll
[23:05] be able to place down beds for your
[23:07] favorite companion pets, and they'll
[23:08] even be able to roam around your house.
[23:10] will be able to place up to 10 beds
[23:12] inside and five beds outside. And you
[23:15] can set your pets to either stationary
[23:17] or roaming, so you get to choose how
[23:19] your pets behave. If only it was that
[23:21] easy in real life. Now, we're only one
[23:23] step away from showing off our mounts in
[23:25] housing as well. There will also be
[23:28] several new endeavors to keep that
[23:30] system fresh and interesting. We'll have
[23:32] the Ammani trolls, Onorum Plains,
[23:34] Centaurs, Cobalts, and Torlin themed
[23:36] neighborhood shenanigans to look forward
[23:38] to. And then the dye system is getting
[23:41] streamlined significantly. So it's going
[23:43] to take up way less space in your bags.
[23:45] So instead of needing a specific item to
[23:48] apply each shade of blue, there's now
[23:50] just going to be a general blue dye item
[23:52] that can apply any blue shade. This
[23:54] means you won't ever need more than nine
[23:56] dye items in your bags. And you can
[23:58] apply any shade of any color that you
[24:01] might want. There are also new die
[24:02] colors that have been added, including
[24:04] some that replicate the darker
[24:06] appearances from before the 1205 bugs
[24:08] were fixed.
[24:10] And then to round out this video, there
[24:12] are quite a few interesting user
[24:14] interface updates, including Discord
[24:16] integration. Guild leaders or officers
[24:18] will be able to link guild chat to a
[24:20] Discord channel, which lets you talk to
[24:22] your guild from Discord and vice versa.
[24:25] You can have the Discord chat plugged
[24:26] straight into guild chat or create a new
[24:28] chat channel specifically for guild
[24:30] Discord, so you can ask if anyone wants
[24:32] to run a dungeon or jump into some PvP
[24:34] without them even being logged into the
[24:37] game. This is definitely very
[24:39] interesting and could fix the problem of
[24:40] many guild communities being focused
[24:42] around Discord servers rather than
[24:44] in-game, which can leave guild chat
[24:47] empty in many cases. The cooldown
[24:49] manager will now be able to track
[24:51] trinkets and potions, so you can track
[24:53] consumables much better. And healers
[24:55] will have even more options for how to
[24:57] display important buffs and spells they
[24:59] might want to keep track of. The ping
[25:01] system has a lot of changes coming for
[25:03] it, too. You'll now be able to ping
[25:04] spells on your action bar and the
[25:06] cooldown manager to announce in chat how
[25:08] long is left on your cooldowns, so you
[25:10] can quickly and easily let your party
[25:12] know when you have big cooldowns ready
[25:14] to go or when you have nothing left in
[25:16] the tank. You'll also be able to ping
[25:18] your resources like your health bar to
[25:20] announce that in chat which immediately
[25:23] gives me flashbacks to Overwatch with
[25:25] players spamming I need healing. I'm not
[25:27] sure if healers need to be spammed with
[25:30] 40% health remaining pings as players
[25:32] stand in the bad stuff, but I guess
[25:34] we'll see how it pans out. And then
[25:36] you'll also have the option to ping just
[25:38] the environment, just units or both. So
[25:41] you can ping straight through UI
[25:43] elements and players if you actually
[25:44] want to ping the floor. So, that's going
[25:46] to be a nice change, too. And then the
[25:49] last UI update worth noting in this
[25:51] initial preview is for the currency tab.
[25:53] There are a lot more sub filters for
[25:55] midnight currencies, which should help
[25:56] keep things a bit tidier as we
[25:58] accumulate more and more currencies with
[26:00] each patch and season.
[26:03] Patch 12.1 will also include a lot of
[26:06] class changes, far too many to cover in
[26:09] this video. We'll go over those in
[26:10] detail as part of our weekly news video
[26:12] instead. But as a general overview, the
[26:15] dev team are looking to take a lot of
[26:17] damage and throughput out of cooldowns.
[26:20] So nerfing cooldowns across the board
[26:22] and then putting that damage into the
[26:23] base rotation instead. So your cooldowns
[26:26] won't be as powerful and in some cases
[26:28] they're getting nerfed quite
[26:29] considerably, but you should be dealing
[26:31] more damage baseline and hopefully it
[26:34] all evens out over the course of an
[26:35] encounter or dungeon. We also have our
[26:39] first look at the new set bonuses coming
[26:40] in patch 12.1. And the dev team want
[26:43] these new bonuses to be more involved
[26:45] and a bit more complicated when compared
[26:47] to season 1. So, they should change your
[26:49] priority, your rotation, or your talent
[26:51] choices in most cases. As with the class
[26:54] changes, going over each class set would
[26:56] be a bit much for this video, so we'll
[26:58] cover those in a separate video instead.
[27:00] I will give you a link to the patch
[27:02] notes in the comments section so you can
[27:03] read over everything for yourself if you
[27:05] don't want to wait for the videos
[27:07] though. But that's all of the new
[27:09] content coming our way in patch 12.1
[27:11] from the very first PTR build. As you
[27:14] can see, it's a pretty huge patch with a
[27:17] lot to look forward to. And I imagine
[27:18] more stuff is just going to keep getting
[27:20] added in as the weeks go by. And the
[27:22] class changes especially will undergo
[27:24] many updates before patch 12.1 arrives
[27:27] sometime in August. What do you think
[27:30] from what you've seen so far? And what
[27:32] are you most looking forward to in the
[27:34] new patch? The new zone, a new season,
[27:36] or maybe something else. Leave all your
[27:38] thoughts in the comments section below.
[27:40] A big thank you to all of our supporters
[27:41] over on Patreon, to all of our members
[27:43] here on YouTube. You can see their names
[27:45] on screen. If you're interested in
[27:47] supporting the channel, you can find
[27:48] links in the description or click the
[27:50] join button just below the video. If you
[27:52] enjoyed the video or found it useful in
[27:53] any way, make sure to subscribe and ring
[27:55] the notification bell so you're always
[27:57] kept up to date. Thanks for watching
[27:59] folks. Good luck and have fun. And as
[28:00] always, I will see you next time.
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